PC GAMER (US)

In the Valley of Gods

Campo Santo’s cofounders take us into In The Valley Of Gods

- By Philippa Warr

Campo Santo—the studio behind the contemplat­ive forest experience Firewatch— is swapping tinder-dry trees and Wyoming fire lookout towers for ancient Egyptian tombs and early cinematogr­aphy in its next game, In the Valley of Gods. Its announceme­nt trailer offered a glimpse of a first-person adventure set deep in the Egyptian desert of the ’20s. You and a partner scramble through stunning ruined spaces before setting up a shot for your beautifull­y animated film camera. The duo, as studio cofounders Sean Vanaman and Jake Rodkin tell me, are Rashida and Zora—filmmakers whose careers have hit the skids. The women are using their last chance at resources to try to make a hit documentar­y.

But a documentar­y must have a subject, and thus Rashida and Zora have decided to investigat­e the rumor that an obscure archaeolog­ist has discovered the tomb of Nefertiti. “They’re determined to be the ones who make the movie about its discovery,” explains Rodkin.

“Yeah, they’re going to be there with cameras rolling when he discovers this tomb,” says Vanaman. “In the world which we occupy, which is the world the characters occupy, [Nefertiti’s burial place] is one of the last great unfound things. There’s a lot of rumor and archaeolog­ical speculatio­n that perhaps it was found but not really identified because it didn’t have the scope and grandeur one would associate with someone as prolific as Nefertiti, or it’s still out there, or, or, or, or…”

He adds, “In terms of the sociocultu­ral, historical, archaeolog­ical aspects of the game, we’re trying to keep that stuff founded in reality. Our art director [Claire Hummel] is incredibly well read and well researched about Egypt, not just in ancient times, but in the time in which the game is set.”

In fact, it was an image called 1923 in Hummel’s portfolio which inspired the game in the first place.

“We were at a time when we’d cancelled a game and… ideas aren’t super precious,” says Vanaman. “Somebody who is as talented as Claire is, you could open up her portfolio and, aside from her Animorphs fan art, you could make a game about anything.” (Rodkin disputes the exclusion of the Animorphs fanart, by the way.)

art inspiratio­n

1923 struck a particular chord. Vanaman was looking for something that tapped into the studio’s ambitions, as well as providing a point of difference—he knew, for example, that lead artist Jane Ng did not want to make trees. “We knew we didn’t want to go back into the woods. We didn’t know if we wanted to do something interior or exterior— maybe a blend of those two.”

Explaining why he gravitated towards 1923, Vanaman points out the level of interest and care when it comes to elements like the hieroglyph­ics, the confidence expressed in the image, the colors and textures which sidesteppe­d papyrus effects and Egyptian blue accents in favor of pinks and greens on an Art Deco-esque poster.

“It was a piece you could look at and wonder what other stories could be told in Claire Hummel’s version of Egypt,” says Rodkin. “It was about that era and about Egyptomani­a but it was clearly from someone who had an understand­ing of and respect for the ancient Egyptian culture as well.”

The game that is resulting from this initial artwork is at the liminal stage between preproduct­ion and production. There are tools in place, and the trailer offers a statement of intent, a collection of art assets, and it can act as a point of reference for the team, but the game itself is still in separate parts at the moment.

“We don’t have that piece where you go, ‘Oh man, between character performanc­e and dialogue and music and lighting and flow and the way this level loads in…’” Vanaman says. “How do all the discipline­s come together to produce the feeling that you see in the trailer? That’s the stuff we’re working on now, then we’ll build the game with a lot of mechanics.”

The idea is that you’ll be walking around these spaces in the game, exploring them and talking to the other character, Zora. In doing so you make choices and you build that relationsh­ip. Where Firewatch feeds you snippets of another character—a stranger—via radio conversati­on, in In the Valley of Gods Rashida already has a backstory with Zora, and you establish that as you play.

“You guys have baggage, you have conflict,” says Vanaman. “It’s really a story about the chasm between friends who need each other and cocreators who need each other and how you trust each other based on the past transgress­ions of the participan­ts.”

frenemies

He adds that Zora and Rashida also exist at the intersecti­on of two male-dominated fields in the ’20s— archaeolog­y and filmmaking. “We think all that stuff is super interestin­g. How do you navigate friendship? How do you navigate the world? How do you navigate the mystery? And, on top of that, instead of having a radio in this game, you have your documentar­y film camera that allows you to see the world through a different context, and capture it and cut it up and recreate it.”

In Firewatch you could pick up a disposable film camera and take photos in-game. Those would show up while the credits rolled, as well as being available to order as a physical souvenir, but they weren’t an integral part of the tale. The documentar­y element of In the Valley of Gods means recorded imagery will take on far greater significan­ce, but the exact format is a work in progress.

“We have a lot of ideas around that, from as bonkers as when you look through the camera the world looks different, all the way to you’re editing your own movie,” explains Vanaman. “We don’t know where the sweet spot is for any of that stuff [yet].” As Rodkin puts it, “It seems like thematical­ly that’s going to be in the game, but how it’s expressed through mechanics and to what degree that’s expressed in the mechanics, we’re still figuring out.”

Rodkin draws an unexpected parallel while discussing the moment when Rashida is loading the camera up with a cassette. “I had fun thinking about, ‘What is an old silent movie camera?’ It actually feels to me like the really prolonged and super satisfying animation that plays when you are the Demoman in Team Fortress 2 and you reload your grenade launcher. That’s all I was thinking about when talking to James about how to animate that scene!”

The camera ideas have been put to one side. In the Valley of Gods aims to have Rashida’s filmmaking partner, Zora, meaningful­ly present. Building that aspect of the game is what the team are focused on right now.

“We wanted to do something that had some pretty high-paced madcap character interactio­n so... charade is a great word maybe,” says Vanaman. “Characters going from one thing to another and moving through the space quipping at each other.”

feeling connected

The main challenge is making it feel like the characters are aware of each other. “We’re trying to figure out where’s the most bang for the buck in terms of character performanc­e, dynamic behavior, and scripted behavior and behavior tree scripting versus straight-up triggerbas­ed scripting,” says Vanaman.

He adds, “When we wanted you to feel something because of Delilah saying it, it was the simplest thing in the world! I wrote the number of a .wav file in a field, and then I told the computer to wait 0.4 seconds before she says this or two seconds before she says this, and then I hit save and it worked. This is not that.”

Rodkin talks in terms of old movie special effects documentar­ies where you see individual techniques being mixed and matched to find a solution to a particular challenge. “You keep failing with all these things until you get the moment of suspension of disbelief and go, ‘Okay, I believed for a few minutes right there that that was an actual person I was in a room with.’”

There are a number of layers. Firstly, there is the real ancient Egyptian civilizati­on. Secondly, there is the game’s ’20s setting, which taps into Egyptomani­a and the fetishizat­ion and trends accompanyi­ng it. Thirdly, there’s the contempora­ry world of Campo Santo and the playerbase, where very different conversati­ons about cultural destructio­n, repatriati­on, and appropriat­ion take place. So where is Campo Santo pitching its game tonally?

“A lot of the way we work as a group and a lot of the way I’ve always worked as a writer is, we have modern, pretty lefty feelings about shit,” says Vanaman. “But I don’t think we have declarativ­e opinions about the way things should be. This game is not a political statement about representa­tion or a political statement about appropriat­ion of the past or whatever.” He adds, “The act of making the game for us helps solidify or challenge feelings we have held before we had to make the game.”

There’s further insight into Zora and Rashida’s relationsh­ip: “Zora and Rashida got famous seven years before they make the game, making a movie we would now watch in film school and go that’s kind of fucked up.”

‘Fucked up’ in this instance means how we would now view elements of pro to documentar­ies of that era, like Nanook of the North from Robert Flaherty. Flaherty is one point of reference for the team but others range from multiple visits to the British Museum in London to reading novels by Naguib Mahfouz, like Palace Walk.

cursed coincidenc­e

There’s even the story of programmer Aubrey Hesselgren’s great-granduncle, George Herbert, fifth earl of Carnarvon, who likely died from an infected mosquito bite. Popular culture prefers to attribute his death to the curse of the pharaohs, thanks to Herbert’s backing of and involvemen­t in Howard Carter’s excavation of Tutankhamu­n’s tomb.

Deep dives into particular research rabbit holes are also common for the team, and led Vanaman to observe, “We were both thrilled and annoyed about the prevalence of how many cat mummies there were in Assassin’s Creed Origins because we went on a six-month cat mummy bender.”

Rodkin notes that, “Every ancient Egyptian ruin is chronicled to an obsessive degree. Both the architectu­re and the paintings, but also you can find a lot of hobbyists in the 1.0 web era did 3D virtual walkthroug­hs of tombs, and you can find complete maps deep into all of these ancient ruins.

“It’s been interestin­g because Egypt has been– Raiding tombs, believe it or not, is a thing that has been done quite a lot in videogames. It’s been really fun to work with Claire and Jane and Sean and Duncan too—especially Claire—to look at these real Egyptian ruins and try to get into the heads of the people who built those spaces and look at them as aesthetic objects to explore and think about walking through them.

“I found that really a fun mental space to be in, to look at this imagery I have seen in a lot of videogames and a lot of movies and thinking about wandering through it really slowly with another person—a character that you know in the fiction —and a camera.”

Rodkin adds, “In Firewatch we looked at a lot of national parks and we’ve been to a lot of these places in the American West. But it’s not the same as looking at tiny paintings on a wall or carvings that you can run your thumb across and thinking about what that experience is like in a game and sharing that experience with another character. That’s been really fun.”

 ??  ?? LEFT: The trailer shows off tomb environmen­ts rich in detail.
RIGHT: This is 1923; the image from Claire Hummel’s portfolio which set Campo Santo on the path to this game.
LEFT: The trailer shows off tomb environmen­ts rich in detail. RIGHT: This is 1923; the image from Claire Hummel’s portfolio which set Campo Santo on the path to this game.
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 ??  ?? LEFT: The main characters already have baggage to navigate when it comes to their relationsh­ip.
RIGHT: Campo Santo is currently working out how to make it feel like the characters are aware of each other in the game space.
LEFT: The main characters already have baggage to navigate when it comes to their relationsh­ip. RIGHT: Campo Santo is currently working out how to make it feel like the characters are aware of each other in the game space.

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